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Neurotechnology in Gaming: A Systematic Review of Visual Evoked Potential-Based Brain-Computer Interfaces

  • Aigerim Keutayeva
  • , China Jesse Nwachukwu
  • , Muslim Alaran
  • , Zhenis Otarbay
  • , Berdakh Abibullaev
    • Nazarbayev University

    Research output: Contribution to journalArticlepeer-review

    Abstract

    Brain-computer interfaces (BCIs) have received considerable attention in gaming, enabling innovative interactions with digital environments. Visual Evoked Potentials (VEPs)—robust, noninvasive neural responses to visual stimuli—offer high information transfer rates, making them particularly promising. This systematic review, guided by the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) framework, examines VEP-based BCIs in gaming. We searched the Web of Science and Google Scholar, identifying 16 347 studies from the past decade, with 46 selected for in-depth analysis after rigorous screening. The review explores VEP response modeling, electroencephalography (EEG) signal acquisition and processing, stimulation paradigms, and their gaming applications. These systems enhance accessibility for players with physical or cognitive impairments, support adaptive difficulty scaling, personalize gameplay, aid neurorehabilitation, and enable multiplayer interactions. However, challenges remain, including technical limitations, complex data interpretation, user adaptability, and ergonomic issues. Advances in signal processing, personalized calibration, and hybrid multimodal approaches could improve usability. Future research should focus on integrating VEP-based BCIs with emerging technologies, optimizing user comfort, and developing adaptive interaction models to enhance immersion and accessibility. By addressing these challenges and utilizing neuroscience and computational advancements, VEP-based BCIs promise to transform gaming into a more inclusive and immersive experience for diverse users.

    Original languageEnglish
    Pages (from-to)74940-74962
    Number of pages23
    JournalIEEE Access
    Volume13
    DOIs
    Publication statusPublished - 2025

    Funding

    This work was supported by the Institute of Smart Systems and Artificial Intelligence (ISSAI), Nazarbayev University, Astana, Kazakhstan.

    Funders
    Institute of Smart Systems and Artificial Intelligence
    Nazarbayev University

      Keywords

      • augmented reality
      • Brain-computer interfaces
      • electroencephalography
      • gaming accessibility
      • machine learning
      • neuro-rehabilitation
      • neurotechnology
      • signal processing
      • virtual reality
      • visual evoked potentials

      ASJC Scopus subject areas

      • General Computer Science
      • General Materials Science
      • General Engineering

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